Cerebral PalsyNCT02728375
Game-Based Rehabilitation Platform for Children With Neurodevelopmental Disorders and Acquired Brain Injuries
A study testing computer game based rehabilitation protocol and Conventional therapy protocol in people with Cerebral Palsy, run by University of Manitoba at 1 site in Canada.
Trial summary
This research project focuses on the evaluation of an engaging exercise and cognitive computer game-based platform and embedded assessment tools for use in clinical practice and its transition to use in the home, and elementary classrooms. Read more about this study
- Who is it for?
- Ages 4 to 11 years
- Conditions the study is for
- Cerebral Palsy
- What is being tested?
- computer game based rehabilitation protocol and Conventional therapy protocol
- Could I receive a placebo?
- No, everyone receives an active treatment
- How many people
- 60 participants
- Where
- 1 siteCanada
- Study dates
- Apr 2016to Dec 2016
- Phase
- Interventional
- Are there results?
- None posted in the registry
Key requirements
Who can take part, as listed by the sponsor. Only the study team can confirm whether you are eligible, so take this list to your doctor.
- Ages 4 to 11 years
- All sexes
- No healthy volunteers
- Child
Who may be able to join
- Children with Cerebral Palsy
- Age between 4-11 years
- Moderate upper extremity impairments and fine motor control abnormalities along with mild-moderate cognitive impairment.
Who cannot join
- Child with visual impairment.
- Auditory impairment
- Orthopedic conditions such as recent fractures, fixed deformities of upper limb
- Any surgical intervention 6 months before the study or who intended to receive within the period of study.
- Non willing parents.
- Tools For screening:
Show all 10Show fewer
- Manual Ability Classification System (MACS) (Scores: Level 2, 3 and 4)
- Gross Motor Function Classification Scale (GMFCS) (Scores: Level 2, 3 and 4)
- Mini mental state examination scale for Children (23 and above out of 30)
- Ashworth scale for spasticity of hand and arm (Level 1, 1+, 2)
Trial locations and contacts
1 site in 1 country.
Tony Szturm, Ph.D. contact
Canada1 site
University of Manitoba
Winnipeg, Manitoba, R3E 0T6
Tony Szturm, PT, PhD, 2047874704, tony.szturm@med.umanitoba.ca
About this study
Official title: Innovative Game-Based Rehabilitation Platform for Children With Motor and Cognitive Impairments Due to Neuro-developmental Disorders and Acquired Brain Injuries
This research project focuses on the evaluation of an engaging exercise and cognitive computer game-based platform and embedded assessment tools for use in clinical practice and its transition to use in the home, and elementary classrooms. The goal of our research program is to produce innovative therapeutic point-of-care and cost-effective delivery system leading to better long-term health outcomes for toddlers and children with neurodevelopmental disabilities. The program is grounded on our technological developments and on current research documenting the benefits of computer-aided learning tools, exercise gaming applications in rehabilitation and principles of adaptive learning and neuroplasticity. We will conduct a randomized controlled trial to study the feasibility and effectiveness of a computer-aided, game-based repetitive task practice (RTP) program designed for training of fine and gross motor skills of the hand-arms and psychomotor skills (which) in young children with CP.
Read the detailed description
This research project focuses on the evaluation of an innovative, engaging computer game-based exercise system for use in rehabilitation of young children with cerebral palsy, and its transition for use in home. The goal of this research program is to produce high quality therapeutic point-of-care approaches and cost-effective delivery systems leading to better long-term health outcomes. At present, the challenges entailed in providing therapy services continue to put identified children at risk of missing opportunities to maximize their neuro-developmental capacities, sustain any behavioral recovery and prevent future complications.
Canada and India face a growing population of children with neuro-developmental disabilities distributed across broad geographic regions. Cerebral palsy is the most common neuro-developmental disability in childhood. The prevalence of cerebral palsy (CP) in developing countries is estimated to be 5 to 10 times greater than in North America. Children with CP can result in deficits in fine and gross motor skills and often have co-occurring deficits in attention and cognitive functions. Half of these children with CP have impaired upper extremity function (reaching, grasping and manipulating objects). The ability to perform functional tasks with the upper extremities is an important predictor of success in daily activities and participation in school, leisure and other aspects of community life.
There are many things to consider when developing therapy programs designed to improve motor and psychomotor skills for affected children to maximize their neuro-developmental capacities and to prevent the development of secondary disabilities. Intense repetitive task practice such as, constraint-induced movement therapy is one of the few effective neuro-rehabilitative strategies shown to improve upper extremity motor function in children with CP, with potential to overcome developmental difficulties. Constraint induced movement therapy consists of constraining the use of the unaffected upper limb to encourage use of the affected upper limb. However it is often difficult to engage children in therapy and sustain motivation to engage in intense repetitive task practice in using the affected upper limb. Thus, there is a need for effective approaches and tools that motivate young children with CP to complete long-term neuro-rehabilitation programs and to provide developmental opportunities.
Digital media and gaming have received considerable interest from researchers and clinicians as a model for learning a broad range of complex tasks and facilitating the transfer of skills to daily life. These emerging rehabilitation technologies have the potential to improve clinical outcomes and child participation because they are engaging, motivating and now accessible. For this purpose investigators have developed a computer game-based rehabilitation and learning platform (CRP). This approach combines fine and gross motor exercises and cognitive activities appropriate for children with neuro- developmental disorders. The approach is designed to provide engaging, high-quality, personalized therapy in the clinical rehabilitation setting, and which could also be implemented in the school and home via Tele rehabilitation.
Research Goal:
This research project focuses on the evaluation of an engaging exercise and cognitive computer game-based platform and embedded assessment tools for use in clinical practice and its transition to use in the home, and elementary classrooms. The goal of this research program is to produce innovative therapeutic point-of-care and cost-effective delivery system leading to better long-term health outcomes for toddlers and children with neurodevelopmental disabilities. The program is grounded on investigators technological developments and on current research documenting the benefits of computer-aided learning tools, exercise gaming applications in rehabilitation and principles of adaptive learning and neuroplasticity. Investigators will conduct a randomized controlled trial to study the feasibility and effectiveness of a computer-aided, game-based repetitive task practice (RTP) program designed for training of fine and gross motor skills of the hand-arms and psychomotor skills (which) in young children with CP.
RESEARCH PROJECT OBJECTIVE 1
The CRP includes a designed rehabilitation assessment game which is capable of monitoring every child's performance during therapy. It quantifies motor skill parameters, as well as, visual-spatial skills and executive cognitive functions. It produces electronic records for these outcome measures and thus allows us to track change over time. It also provides timely feedback to child and therapist.
Objective: To evaluate the test-retest reliability and convergent validity of the assessment tool embedded in the game-based rehabilitation platform. Specifically for fine and gross motor skills and psychomotor skills in children aged 4-11 years (n= 40) diagnosed with cerebral palsy or acquired brain injuries. The new tool will be compared to commonly used outcome measures i.e. Quality of Upper Extremity skills test (QUEST) and Peabody Developmental Motor Scale version 2 (PDMS-2). This will provide a reliable test protocol and valid measures that can accurately and quickly quantify hand-arm function independent of object-task type, for use in daily clinical practice and research. Two common tests of fine and gross motor skill in CP children; a) Quality of Upper Extremity Skills Test (QUEST) and b) Peabody Developmental Motor Scale-2. We hypothesized that the performance measures of the game-based assessment tool would:
- Exhibit high test retest reliability (Intra class correlations >0.7), and Standard error of measures less than 20% of the group mean
- Show moderate convergent validity (correlations, r>0.06) with the primary outcome measures.
RESEARCH PROJECT OBJECTIVE 2
An exploratory randomized clinical trial will be conducted to evaluate the feasibility and benefits of the game-based rehabilitation program on fine manual dexterity skills and gross motor skills in children aged 4-11 years (n= 60) diagnosed with cerebral palsy. Two groups of children will be examined, one group will receive the experimental game-based program and the other group will receive usual therapy. Each program would take 16 weeks, three therapy sessions per week. Using a process of randomization, participants will be assigned to either experimental or control group after the initial assessment and screening performed by a blind assessor. Before the treatment sessions begin, after the end of 16 weeks and during a follow up session after 16 weeks, a clinician will conduct regular assessment sessions with the participant to mark the progress till date.
Investigators will be examining the feasibility of assessment tool embedded in the game-based rehabilitation platform and also the usability safety and appeal of the protocol. Investigators will observe a estimation of effectiveness on this sample using mixed method Analysis of Variance for within (repeated measure) and between group effects.
STUDY DESIGN: Exploratory Randomized Clinical Trial
METHOD OF COLLECTION OF DATA:
Ethical clearance for the study has been obtained from the Institutional Ethical Committee of S. D. M. College of Medical Sciences and Hospital, Dharwad and will be obtained from Institutional Ethical committee of Christian Medical College, Ludhiana, India. Participants will be recruited by clinicians working in Outpatient Department, S.D.M. Hospital, Dharwad, India and Christian Medical College and Hospital, Ludhiana, India. Participants who consent to take part in the study will be asked to use objects instrumented with the miniature motion mouse to play various therapeutic yet entertaining games while handling and moving the test therapeutic objects as a part of experimental therapy protocol. The objects used will be everyday items; a) lifting/rotating a sports ball small beach ball which requires bimanual handling, b) rolling a cylinder object (diameter 6-10 cm with fingers extended and using elbow and shoulder motion, c) grasping grasp small glass and then a sponge ball with whole hand and rotating (supination- pronation motion) d) motion of a small wand (pencil) with 3-finger pinch grip and using hand-wrist motion, and e) turning of a key with 2-finger pinch fine finger control. These objects represent a wide range of physical properties requiring different modes of manipulation and functional demands sufficient to test the assessment tool. In control group: 1) Stretching of Biceps, Lattisimus dorsi, Pronators, Thumb muscles. 2) Weight Bearing Exercises. 3) CIMT for 20 min per day for 3-4 weeks, repeat each task 15-20 times. Pegboard activities, Rings: reaching- removing and putting back, Ball throw (under and over arm) - at basket which is kept 10 to 15 meter distance, opening bottle cap (large size bottle), Opening and closing door handle activity, Holding water bottle, bag in hand and transfer to 10 to 20 meter distance, Crumbling paper, Clay activities, Picking marbles from sand 4)Hand arm bimanual activities: Throwing ball with both hands, Holding ball with both hands and transfer, Holding bolster and keeping at place, Holding notebook in both hands, Holding rack with both hands, Holding plate in one hand and spoon in other hand, Pushing door or wall both hands.
Further if parents have any queries regarding the study they can report to the principal investigators. The parents would be reassured that information would be kept confidential and will be used only for study purpose.
- Conditions
- Cerebral Palsy
- Being tested
- computer game based rehabilitation protocol, Conventional therapy protocol
- Medical subject headings
- Cerebral Palsy
What participants receive
What participants receive. In a randomised study each person is assigned to one group by chance.
computer game based rehabilitation protocolOther
Participants who consent to take part in the study will be asked to use objects instrumented with the miniature motion mouse to play various therapeutic yet entertaining games while handling and moving the test therapeutic objects as a part of experimental therapy protocol. The objects used will be everyday items; a) lifting/rotating a sports ball small beach ball which requires bimanual handling, b) rolling a cylinder object (diameter 6-10 cm with fingers extended and using elbow and shoulder motion, c) grasping grasp small glass and then a sponge ball with whole hand and rotating (supination- pronation motion) d) motion of a small wand (pencil) with 3-finger pinch grip and using hand-wrist motion, and e) turning of a key with 2-finger pinch fine finger control. These objects represent a wide range of physical properties requiring different modes of manipulation and functional demands sufficient to test the assessment tool.
Conventional therapy protocolOther
In control group: 1) Stretching of Biceps, Lattisimusdorsi, Pronators, Thumb muscles. 2) Weight Bearing Exercises. 3) CIMT for 20 min per day for 3-4 weeks, repeat each task 15-20 times. Pegboard activities, Rings: reaching- removing and putting back, Ball throw (under and over arm) - at basket which is kept 10 to 15 meter distance, opening bottle cap (large size bottle), Opening and closing door handle activity, Holding water bottle, bag in hand and transfer to 10 to 20 meter distance, Crumbling paper, Clay activities, Picking marbles from sand 4)Hand arm bimanual activities: Throwing ball with both hands, Holding ball with both hands and transfer, Holding bolster and keeping at place, Holding notebook in both hands, Holding rack with both hands, Holding plate in one hand and spoon in other hand, Pushing door or wall both hands.
| Study group | Role | What they receive |
|---|---|---|
| Computer gaming hand exercise regimen | Experimental | Computer gaming hand exercise regimen using common objects of daily life. The hand exercises are coupled with commercially available computer games and will be performed 45 minutes,three times per week for sixteen weeks Receives: Other: computer game based rehabilitation protocol |
| Conventional hand exercise program | Active comparator | Exercises targeted to improve finger range of motion and hand strength. The exercises will be performed 45 minutes, three times per week for sixteen weeks Receives: Other: Conventional therapy protocol |
What is being measured
The primary outcome is the main question the study is designed to answer.
Quality of Upper Extremity Skills Test
Measured: Change from baseline at 16 weeks and 6 months.
Peabody Developmental Motor Scale- 2 Fine motor Quotient
Measured: Change from baseline at 16 weeks and 6 months.
Timeline
From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.
- First posted5 Apr 2016 (estimated)
- Study startApr 2016
- Primary completionOct 2016 (estimated)
- Study completionDec 2016 (estimated)
Resources
- Official record on ClinicalTrials.govThe registry entry this page is built from, with its full change history.
- Publications (2)Papers the sponsor has linked to this study.
- Other trials for Cerebral PalsyStudies of the same condition, open and under way.
- More trials run by University of ManitobaThe sponsor's other registered studies.
- What the trial phases meanHow a treatment moves from first tests in people to approval.
More details
For doctors and researchers: how the study is designed, who runs it, and its registry IDs.
Study design
- Study type
- Interventional
- Phase
- Phase N/A
- Primary purpose
- Treatment
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Masking
- Triple blind
- Who is masked
- Participant, Investigator, Outcomes assessor
- Enrolment
- 60 participants (estimated)
Sponsor and investigators
- Lead sponsor
- University of Manitoba
- Sponsor type
- University, hospital or other
- Collaborators
- SDM College of Physiotherapy, Christian Medical College and Hospital, Ludhiana, India
- Responsible party
- Sponsor
- Investigators
- Tony Szturm, Ph.D., Principal investigator, Associate Professor
IDs, dates and publications
- ClinicalTrials.gov ID
- NCT02728375
- Sponsor's protocol ID
- H2016:061
- Status last verified
- Mar 2016
- First submitted
- 22 Mar 2016
- Last updated
- 5 Apr 2016
- Results posted
- No
- Data monitoring committee
- Yes
- Individual data sharing
- Undecided
Publications
Kanitkar A, Parmar ST, Szturm TJ, Restall G, Rempel G, Sepehri N. Parents' Perspectives on a Computer Game-Assisted Rehabilitation Program for Manual Dexterity in Children With Cerebral Palsy: Qualitative Analysis of Expectations, Child Engagement, and Benefits. JMIR Rehabil Assist Technol. 2021 May 31;8(2):e24337. doi: 10.2196/24337.
PubMed 34057424Kanitkar A, Szturm T, Parmar S, Gandhi DB, Rempel GR, Restall G, Sharma M, Narayan A, Pandian J, Naik N, Savadatti RR, Kamate MA. The Effectiveness of a Computer Game-Based Rehabilitation Platform for Children With Cerebral Palsy: Protocol for a Randomized Clinical Trial. JMIR Res Protoc. 2017 May 18;6(5):e93. doi: 10.2196/resprot.6846.
PubMed 28526673
Study at a glance
From the registry record, last updated by the sponsor on 5 Apr 2016. Recruitment status is as the sponsor reported it: confirm with the study team.
- Official title
- Innovative Game-Based Rehabilitation Platform for Children With Motor and Cognitive Impairments Due to Neuro-developmental Disorders and Acquired Brain Injuries
- ClinicalTrials.gov ID
- NCT02728375
- Acronym / sponsor ID
- H2016:061
- Conditions
- Cerebral Palsy
- Study type
- Interventional
- Recruitment status
- Unknown status
- Enrolment
- 60 participants (estimated)
- Lead sponsor
- University of ManitobaUniversity, hospital or other
- Collaborators
- SDM College of Physiotherapy, Christian Medical College and Hospital, Ludhiana, India
- Study start
- Apr 2016
- Primary completion
- Oct 2016 (estimated)
- Study completion
- Dec 2016 (estimated)
- First posted
- 5 Apr 2016 (estimated)
- Results
- Not posted in the source record
Clinical summary
The research question as the sponsor registered it. This describes what the study plans to test, not what it found.
This research project focuses on the evaluation of an engaging exercise and cognitive computer game-based platform and embedded assessment tools for use in clinical practice and its transition to use in the home, and elementary classrooms. The goal of our research program is to produce innovative therapeutic point-of-care and cost-effective delivery system leading to better long-term health outcomes for toddlers and children with neurodevelopmental disabilities. The program is grounded on our technological developments and on current research documenting the benefits of computer-aided learning tools, exercise gaming applications in rehabilitation and principles of adaptive learning and neuroplasticity. We will conduct a randomized controlled trial to study the feasibility and effectiveness of a computer-aided, game-based repetitive task practice (RTP) program designed for training of fine and gross motor skills of the hand-arms and psychomotor skills (which) in young children with CP.
Detailed description
This research project focuses on the evaluation of an innovative, engaging computer game-based exercise system for use in rehabilitation of young children with cerebral palsy, and its transition for use in home. The goal of this research program is to produce high quality therapeutic point-of-care approaches and cost-effective delivery systems leading to better long-term health outcomes. At present, the challenges entailed in providing therapy services continue to put identified children at risk of missing opportunities to maximize their neuro-developmental capacities, sustain any behavioral recovery and prevent future complications.
Canada and India face a growing population of children with neuro-developmental disabilities distributed across broad geographic regions. Cerebral palsy is the most common neuro-developmental disability in childhood. The prevalence of cerebral palsy (CP) in developing countries is estimated to be 5 to 10 times greater than in North America. Children with CP can result in deficits in fine and gross motor skills and often have co-occurring deficits in attention and cognitive functions. Half of these children with CP have impaired upper extremity function (reaching, grasping and manipulating objects). The ability to perform functional tasks with the upper extremities is an important predictor of success in daily activities and participation in school, leisure and other aspects of community life.
There are many things to consider when developing therapy programs designed to improve motor and psychomotor skills for affected children to maximize their neuro-developmental capacities and to prevent the development of secondary disabilities. Intense repetitive task practice such as, constraint-induced movement therapy is one of the few effective neuro-rehabilitative strategies shown to improve upper extremity motor function in children with CP, with potential to overcome developmental difficulties. Constraint induced movement therapy consists of constraining the use of the unaffected upper limb to encourage use of the affected upper limb. However it is often difficult to engage children in therapy and sustain motivation to engage in intense repetitive task practice in using the affected upper limb. Thus, there is a need for effective approaches and tools that motivate young children with CP to complete long-term neuro-rehabilitation programs and to provide developmental opportunities.
Digital media and gaming have received considerable interest from researchers and clinicians as a model for learning a broad range of complex tasks and facilitating the transfer of skills to daily life. These emerging rehabilitation technologies have the potential to improve clinical outcomes and child participation because they are engaging, motivating and now accessible. For this purpose investigators have developed a computer game-based rehabilitation and learning platform (CRP). This approach combines fine and gross motor exercises and cognitive activities appropriate for children with neuro- developmental disorders. The approach is designed to provide engaging, high-quality, personalized therapy in the clinical rehabilitation setting, and which could also be implemented in the school and home via Tele rehabilitation.
Research Goal:
This research project focuses on the evaluation of an engaging exercise and cognitive computer game-based platform and embedded assessment tools for use in clinical practice and its transition to use in the home, and elementary classrooms. The goal of this research program is to produce innovative therapeutic point-of-care and cost-effective delivery system leading to better long-term health outcomes for toddlers and children with neurodevelopmental disabilities. The program is grounded on investigators technological developments and on current research documenting the benefits of computer-aided learning tools, exercise gaming applications in rehabilitation and principles of adaptive learning and neuroplasticity. Investigators will conduct a randomized controlled trial to study the feasibility and effectiveness of a computer-aided, game-based repetitive task practice (RTP) program designed for training of fine and gross motor skills of the hand-arms and psychomotor skills (which) in young children with CP.
RESEARCH PROJECT OBJECTIVE 1
The CRP includes a designed rehabilitation assessment game which is capable of monitoring every child's performance during therapy. It quantifies motor skill parameters, as well as, visual-spatial skills and executive cognitive functions. It produces electronic records for these outcome measures and thus allows us to track change over time. It also provides timely feedback to child and therapist.
Objective: To evaluate the test-retest reliability and convergent validity of the assessment tool embedded in the game-based rehabilitation platform. Specifically for fine and gross motor skills and psychomotor skills in children aged 4-11 years (n= 40) diagnosed with cerebral palsy or acquired brain injuries. The new tool will be compared to commonly used outcome measures i.e. Quality of Upper Extremity skills test (QUEST) and Peabody Developmental Motor Scale version 2 (PDMS-2). This will provide a reliable test protocol and valid measures that can accurately and quickly quantify hand-arm function independent of object-task type, for use in daily clinical practice and research. Two common tests of fine and gross motor skill in CP children; a) Quality of Upper Extremity Skills Test (QUEST) and b) Peabody Developmental Motor Scale-2. We hypothesized that the performance measures of the game-based assessment tool would:
- Exhibit high test retest reliability (Intra class correlations >0.7), and Standard error of measures less than 20% of the group mean
- Show moderate convergent validity (correlations, r>0.06) with the primary outcome measures.
RESEARCH PROJECT OBJECTIVE 2
An exploratory randomized clinical trial will be conducted to evaluate the feasibility and benefits of the game-based rehabilitation program on fine manual dexterity skills and gross motor skills in children aged 4-11 years (n= 60) diagnosed with cerebral palsy. Two groups of children will be examined, one group will receive the experimental game-based program and the other group will receive usual therapy. Each program would take 16 weeks, three therapy sessions per week. Using a process of randomization, participants will be assigned to either experimental or control group after the initial assessment and screening performed by a blind assessor. Before the treatment sessions begin, after the end of 16 weeks and during a follow up session after 16 weeks, a clinician will conduct regular assessment sessions with the participant to mark the progress till date.
Investigators will be examining the feasibility of assessment tool embedded in the game-based rehabilitation platform and also the usability safety and appeal of the protocol. Investigators will observe a estimation of effectiveness on this sample using mixed method Analysis of Variance for within (repeated measure) and between group effects.
STUDY DESIGN: Exploratory Randomized Clinical Trial
METHOD OF COLLECTION OF DATA:
Ethical clearance for the study has been obtained from the Institutional Ethical Committee of S. D. M. College of Medical Sciences and Hospital, Dharwad and will be obtained from Institutional Ethical committee of Christian Medical College, Ludhiana, India. Participants will be recruited by clinicians working in Outpatient Department, S.D.M. Hospital, Dharwad, India and Christian Medical College and Hospital, Ludhiana, India. Participants who consent to take part in the study will be asked to use objects instrumented with the miniature motion mouse to play various therapeutic yet entertaining games while handling and moving the test therapeutic objects as a part of experimental therapy protocol. The objects used will be everyday items; a) lifting/rotating a sports ball small beach ball which requires bimanual handling, b) rolling a cylinder object (diameter 6-10 cm with fingers extended and using elbow and shoulder motion, c) grasping grasp small glass and then a sponge ball with whole hand and rotating (supination- pronation motion) d) motion of a small wand (pencil) with 3-finger pinch grip and using hand-wrist motion, and e) turning of a key with 2-finger pinch fine finger control. These objects represent a wide range of physical properties requiring different modes of manipulation and functional demands sufficient to test the assessment tool. In control group: 1) Stretching of Biceps, Lattisimus dorsi, Pronators, Thumb muscles. 2) Weight Bearing Exercises. 3) CIMT for 20 min per day for 3-4 weeks, repeat each task 15-20 times. Pegboard activities, Rings: reaching- removing and putting back, Ball throw (under and over arm) - at basket which is kept 10 to 15 meter distance, opening bottle cap (large size bottle), Opening and closing door handle activity, Holding water bottle, bag in hand and transfer to 10 to 20 meter distance, Crumbling paper, Clay activities, Picking marbles from sand 4)Hand arm bimanual activities: Throwing ball with both hands, Holding ball with both hands and transfer, Holding bolster and keeping at place, Holding notebook in both hands, Holding rack with both hands, Holding plate in one hand and spoon in other hand, Pushing door or wall both hands.
Further if parents have any queries regarding the study they can report to the principal investigators. The parents would be reassured that information would be kept confidential and will be used only for study purpose.
Study design
- Primary purpose
- Treatment
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Masking
- Triple blind (participant, investigator, outcomes assessor)
- Number of arms
- 2
| Arm | Type | Receives |
|---|---|---|
| Computer gaming hand exercise regimen | Experimental | Other: computer game based rehabilitation protocolComputer gaming hand exercise regimen using common objects of daily life. The hand exercises are coupled with commercially available computer games and will be performed 45 minutes,three times per week for sixteen weeks |
| Conventional hand exercise program | Active comparator | Other: Conventional therapy protocolExercises targeted to improve finger range of motion and hand strength. The exercises will be performed 45 minutes, three times per week for sixteen weeks |
Who may qualify
- Ages
- 4 to 11 years
- Sex
- All
- Healthy volunteers
- Not accepted
- Age groups
- Child
Key inclusion criteria (3 listed)
- Children with Cerebral Palsy
- Age between 4-11 years
- Moderate upper extremity impairments and fine motor control abnormalities along with mild-moderate cognitive impairment.
Key exclusion criteria (10 listed)
- Child with visual impairment.
- Auditory impairment
- Orthopedic conditions such as recent fractures, fixed deformities of upper limb
- Any surgical intervention 6 months before the study or who intended to receive within the period of study.
- Non willing parents.
Eligibility is decided by the study team after screening; this overview does not establish that a patient qualifies. Full inclusion and exclusion criteria.
Interventions
| Intervention | Type | Arms |
|---|---|---|
| computer game based rehabilitation protocolParticipants who consent to take part in the study will be asked to use objects instrumented with the miniature motion mouse to play various therapeutic yet entertaining games while handling and moving the test therapeutic objects as a part of experimental therapy protocol. The objects used will be everyday items; a) lifting/rotating a sports ball small beach ball which requires bimanual handling, b) rolling a cylinder object (diameter 6-10 cm with fingers extended and using elbow and shoulder motion, c) grasping grasp small glass and then a sponge ball with whole hand and rotating (supination- pronation motion) d) motion of a small wand (pencil) with 3-finger pinch grip and using hand-wrist motion, and e) turning of a key with 2-finger pinch fine finger control. These objects represent a wide range of physical properties requiring different modes of manipulation and functional demands sufficient to test the assessment tool. | Other | Computer gaming hand exercise regimen |
| Conventional therapy protocolIn control group: 1) Stretching of Biceps, Lattisimusdorsi, Pronators, Thumb muscles. 2) Weight Bearing Exercises. 3) CIMT for 20 min per day for 3-4 weeks, repeat each task 15-20 times. Pegboard activities, Rings: reaching- removing and putting back, Ball throw (under and over arm) - at basket which is kept 10 to 15 meter distance, opening bottle cap (large size bottle), Opening and closing door handle activity, Holding water bottle, bag in hand and transfer to 10 to 20 meter distance, Crumbling paper, Clay activities, Picking marbles from sand 4)Hand arm bimanual activities: Throwing ball with both hands, Holding ball with both hands and transfer, Holding bolster and keeping at place, Holding notebook in both hands, Holding rack with both hands, Holding plate in one hand and spoon in other hand, Pushing door or wall both hands. | Other | Conventional hand exercise program |
Primary outcome
Quality of Upper Extremity Skills Test
Time frame: Change from baseline at 16 weeks and 6 months.
Peabody Developmental Motor Scale- 2 Fine motor Quotient
Time frame: Change from baseline at 16 weeks and 6 months.
Results and safety
Results are not available in the source record.
Research links
- Official record on ClinicalTrials.govLast updated by the sponsor 5 Apr 2016.
- Derived from this study: PubMed 34057424Kanitkar A, Parmar ST, Szturm TJ, Restall G, Rempel G, Sepehri N. Parents' Perspectives on a Computer Game-Assisted Rehabilitation Program for Manual Dexterity in Children With Cerebral Palsy: Qualitative Analysis of Expectations, Child Engagement, and Benefits. JMIR Rehabil Assist Technol. 2021 May 31;8(2):e24337. doi: 10.2196/24337.
- Derived from this study: PubMed 28526673Kanitkar A, Szturm T, Parmar S, Gandhi DB, Rempel GR, Restall G, Sharma M, Narayan A, Pandian J, Naik N, Savadatti RR, Kamate MA. The Effectiveness of a Computer Game-Based Rehabilitation Platform for Children With Cerebral Palsy: Protocol for a Randomized Clinical Trial. JMIR Res Protoc. 2017 May 18;6(5):e93. doi: 10.2196/resprot.6846.
- Individual participant dataSharing planned: Undecided
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Referral and contact
AzTrials does not enrol participants or take referrals. Contact the study team or a site listed below; they decide who can take part. This study is not recruiting at the moment.
Tony Szturm, Ph.D. contact
Tony Szturm, Ph.D. principal investigator
Associate Professor
1 site in 1 country: see every site and its status.
Questions about this trial
What is this clinical trial studying?
A study testing computer game based rehabilitation protocol and Conventional therapy protocol in people with Cerebral Palsy, run by University of Manitoba at 1 site in Canada.
The full registered description is in the About this study section and the official record.
Who may be eligible to take part?
The sponsor lists 3 inclusion and 10 exclusion criteria. Eligibility is decided by the study team after screening, so read the full criteria and contact a listed site.
Is this clinical trial currently recruiting?
The record says: status not confirmed, as of the sponsor's last update on 5 Apr 2016. Status can change between updates, so confirm with the study contact before making plans.
Where is the study taking place?
The record lists 1 site in Canada. Whether a site is taking part right now should be confirmed with that site. See every site.
What are the possible benefits and risks?
They depend on the study and the treatment, and no study can promise a benefit. The study team explains the known risks during informed consent, before anyone joins; the record itself does not list them.
Are results available for this study?
Results are not available in the source record.
How can a doctor refer a patient or contact the research team?
Contact Tony Szturm, Ph.D. (tony.szturm@umanitoba.ca), or a site near the patient. AzTrials does not enrol participants or take referrals.
What does the primary outcome measure?
Quality of Upper Extremity Skills Test (time frame: Change from baseline at 16 weeks and 6 months.). The study lists 2 primary outcomes in all. It is what the study was designed to measure, not a finding.
Where can I read the original study information?
On the ClinicalTrials.gov record for NCT02728375, which also lists 2 linked publications.
Does a listing mean the treatment is approved or proven to work?
No. A listing means the study is registered. It does not show that the treatment is safe, works, or is approved by a regulator.
How often is this information updated?
AzTrials copies changed records from ClinicalTrials.gov every night and reloads the whole registry every week. The sponsor last updated this record on 5 Apr 2016.